What changed for Thousand Sons in 11th edition

11th edition gave the Thousand Sons a gentle nudge upward across their elite core rather than a sweeping overhaul. The Defiler, Magnus the Red and the Lord of Change all climbed, and the sorcerer characters that hold the army together crept up a few points each — while the Heldrake fell sharply and four new units joined the roster. If you played the Sons in 10th, the shape of your collection is intact; the bill just moved.

Summary

Detachments

The big new mechanic to learn is Detachment Points. Detachments are no longer free: your chosen one now costs points out of your army total, scaling with game size — 2 at Incursion, 3 at Strike Force, 4 at Onslaught. That's a fresh budgeting decision layered on top of your unit choices. For the Thousand Sons three new detachments join the shelf — Ritual of Regeneration, Sekhetar Cohort, and Servants of Change — while every option you know from 10th carries straight over and none were removed. The only new overhead is the Detachment Points themselves.

New in 11th: Ritual of Regeneration, Sekhetar Cohort, Servants of Change. None removed.

DetachmentDP
Hexwarp Thrallband3
Grand Coven3
Changehost of Deceit2
Warpmeld Pact2
Rubricae Phalanx3
Warpforged Cabal2
Ritual of Regeneration1New in 11th
Sekhetar Cohort1New in 11th
Servants of Change1New in 11th

Points changes

Twelve datasheets were repriced — eight up, three down — alongside four brand-new entries. The two headline rises land on centrepieces: the Defiler jumped 250 to 290 (+40) and Magnus the Red went 435 to 455 (+20). Balancing them, the Heldrake dropped hard, 215 to 175 (-40). Elsewhere the increases are modest overhead on characters and staple squads. A few units are priced per model count, so check the exact size you field before you total up.

UnitRole10th11thΔNotes
DefilerVehicles250300+50
HeldrakeVehicles215175-40
Lord of ChangeCharacters285320+35
Magnus the RedCharacters435455+20
Chaos Predator AnnihilatorVehicles130140+10
Chaos Predator DestructorVehicles130140+10
Chaos RhinoTransports9080-10
Daemon Prince of TzeentchCharacters180170-10
Exalted SorcererCharacters8090+10
Exalted Sorcerer on Disc of TzeentchCharacters10090-10
Kairos FateweaverCharacters295305+10
Sorcerer in Terminator ArmourCharacters8595+10
ForgefiendVehicles130135+5
Sekhetar RobotsVehicles2: 80
4: 160
2: 85
3: 175
+5
+15
SorcererCharacters8085+5
Tzaangor EnlightenedMounted & Beasts3: 45
6: 90
3: 50
4: 90
+5
0
Tzaangor ShamanCharacters6065+5
TzaangorsInfantry10: 70
20: 160
10: 75
11: 145
+5
-15
Scarab Occult TerminatorsInfantry5: 180
10: 360
5: 180
6: 385
0
+25
Brayherd ChieftainCharacters60New in 11th
Brayherd ShamanCharacters60New in 11th
Chaos Spawn (Flesh Change)Mounted & Beasts65New in 11th
HellbladeVehicles115New in 11th
MagisterCharacters105New in 11th
AhrimanCharacters100100
Blue HorrorsBattleline9090
Chaos Land RaiderVehicles220220
Chaos SpawnMounted & Beasts6565
Chaos VindicatorVehicles185185
Daemon Prince of Tzeentch with wingsCharacters170170
FlamersInfantry3: 65
6: 130
3: 65
4: 130
HelbruteVehicles110110
Infernal MasterCharacters9595
MaulerfiendVehicles120120
Mutalith Vortex BeastMonsters170170
Pink HorrorsBattleline115115
Rubric MarinesBattleline5: 100
10: 190
5: 100
6: 190
ScreamersMounted & Beasts3: 80
6: 160
3: 80
4: 160
Tzaangor Enlightened with Fatecaster greatbowsMounted & Beasts3: 55
6: 110
3: 55
4: 110

Biggest increases

Are Defiler still worth it?

The single biggest increase in the faction, up 40 points. That's a genuine tax, but it's landing on a heavy, board-controlling walker that you take for presence rather than efficiency. If it anchored your 10th-edition lists, the extra 40 is a cost you absorb, not a dealbreaker; if it was only ever a points-filler, this is the prompt to reconsider what it's crowding out.

Are Lord of Change still worth it?

A 15-point rise on an already-premium Greater Daemon. It remains a flexible, high-impact pick, and 15 points is a real but manageable bump for what it brings to the table. Take it because you want a towering psychic threat with reach across the board; the new price nudges the decision without settling it.

Are Magnus the Red still worth it?

Up 20 points, applied to the army's defining centrepiece. Nobody buys the Crimson King on a spreadsheet — he's the model the list is built around. If he earned his slot before, the increase won't change that calculus; you're paying a little more for the same statement piece. Only sweat the 20 if he was riding along without pulling his weight.

Frequently asked questions

Did the Thousand Sons get better in 11th edition?

On balance it was a slightly upward pass, so "better" is the wrong frame — most of the army's key pieces cost a touch more, not less. The Heldrake's big cut is the standout bargain, and the four new units widen your options, but the overall direction was gentle inflation on the elites. Whether that helps or hurts depends on the wider meta and how the detachment layer shakes out.

What changed for Thousand Sons sorcerers in 11th edition?

The character core crept up. The Exalted Sorcerer rose 80 to 90, the Sorcerer in Terminator Armour 85 to 95, and the plain Sorcerer 80 to 85 — small taxes that add up across a support-heavy list. The exception rides a mount: the Exalted Sorcerer on Disc of Tzeentch actually came down, 100 to 90 (-10), making the mobile caster the relative value pick of the group.

How do Detachment Points work for Thousand Sons in 11th edition?

Detachment Points are a new 11th-edition layer: your chosen detachment now costs points out of your army total, scaling with game size — 2 at Incursion, 3 at Strike Force, 4 at Onslaught. Every Thousand Sons detachment pays the same rate, so it's a flat overhead you set aside before you start picking units. Three new detachments join the line-up and nothing was removed, so beyond those it's the cost that's new.

Why did the Heldrake get so much cheaper in 11th edition?

The Heldrake is the faction's biggest drop, down 40 points from 215 to 175. That kind of cut usually signals a unit that was overpriced for its output at the end of 10th, and it makes the flyer a far easier include now. Alongside it, four new units broaden the roster — the Brayherd Chieftain (60), Brayherd Shaman (60), Chaos Spawn (Flesh Change) (65) and Magister (105) — none of which had a 10th-edition equivalent.

Is now a good time to start a Thousand Sons army?

It's a reasonable moment. The changes were gentle, the range is stable, and the Heldrake plus four new units give you fresh, well-priced places to start. The centrepiece rises are the main thing to plan around, but they land on models you'd buy for the drama anyway. If the Sons have been calling to you, see the Starting a Thousand Sons Army guide for a buying order.